A Diplomatic Adventure [Archive] - Wizards Community

Post/Author/DateTimePost
GoriceXII

04-14-08, 03:45 PM
I'm preparing for this adventure and what I'm after here is not so much the meat of the adventure but the fluff surrounding it. The pcs will accompany a clever, coolheaded diplomat (aristocrat level 6) on a mission to a Theocratic Republic mostly led by hobgoblins but also with some human and other races among the leadership.

I'm depicting the hobgoblins as a rather aristocratic warrior race who leave craftsmanship and shopkeeping to 'lesser races'. (maybe like the Mamelukes in that they're quasi-religious warriors who require demonstration of ability to gain rank)

So to give a sense of structure I'd like some ideas based on:
1. The arrival in the Theocracy's borders

2. Travel to the capital.

3. Arrival in the capital--meet and greet, what they might see.

4. The process of negotiations. (trade treaty, agreements about maintaining the peace and dealing with piracy in mutually used territory such as major rivers and a shared coastline, also banditry along the borderlands)

5. Events.

6. Plans for departure.
iserith

04-14-08, 03:57 PM
I'm preparing for this adventure and what I'm after here is not so much the meat of the adventure but the fluff surrounding it. The pcs will accompany a clever, coolheaded diplomat (aristocrat level 6) on a mission to a Theocratic Republic mostly led by hobgoblins but also with some human and other races among the leadership.

I'm depicting the hobgoblins as a rather aristocratic warrior race who leave craftsmanship and shopkeeping to 'lesser races'. (maybe like the Mamelukes in that they're quasi-religious warriors who require demonstration of ability to gain rank)

So to give a sense of structure I'd like some ideas based on:
1. The arrival in the Theocracy's borders

2. Travel to the capital.

3. Arrival in the capital--meet and greet, what they might see.

4. The process of negotiations. (trade treaty, agreements about maintaining the peace and dealing with piracy in mutually used territory such as major rivers and a shared coastline, also banditry along the borderlands)

5. Events.

6. Plans for departure.

Can we get some more background on the culture? Are they oppressive or intolerant?

How far from the border to the capital and by what means of conveyance are the PCs travelling?

The aristocrat they are escorting... is he hobgoblin? It is unclear.
GoriceXII

04-14-08, 04:41 PM
the Republic (from which the players come) is a fairly tolerant society leaning towards lawful neutral, though some of the leaders are lawful good. The aristocrat the pcs are going with is a LN human aristocrat, as the republic is mostly human in population. (other races are mostly mercenaries or traders within the republic)

The Theocracy is internally intolerent of non-worshippers of Tiamat. I see them as fanatical but as intelligent fanatics. Their main concern at the moment though is building up resources and using them effectively; they aren't afraid of war but it doesn't suit the leadership's purposes.

The journey is not that far, maybe 3-4 days on horseback from the borderlands. The pc group owns most of the land around the main border juncture, with a keep being built.
iserith

04-14-08, 04:57 PM
I'm preparing for this adventure and what I'm after here is not so much the meat of the adventure but the fluff surrounding it. The pcs will accompany a clever, coolheaded diplomat (aristocrat level 6) on a mission to a Theocratic Republic mostly led by hobgoblins but also with some human and other races among the leadership.

I'm depicting the hobgoblins as a rather aristocratic warrior race who leave craftsmanship and shopkeeping to 'lesser races'. (maybe like the Mamelukes in that they're quasi-religious warriors who require demonstration of ability to gain rank)

So to give a sense of structure I'd like some ideas based on:
1. The arrival in the Theocracy's borders

2. Travel to the capital.

3. Arrival in the capital--meet and greet, what they might see.

4. The process of negotiations. (trade treaty, agreements about maintaining the peace and dealing with piracy in mutually used territory such as major rivers and a shared coastline, also banditry along the borderlands)

5. Events.

6. Plans for departure.

1. There should be a ceremonial guard at the border waiting for the PCs. It should be big on pomp and circumstance reflective of the hobgoblin culture - things like having the diplomat wear a decorative headdress, performing a traditional ballad or formal greeting, etc. The guard in all its finery and regalia should escort the PCs to the capital.

2. On the way to the capital, highlight the conditions of the average citizen who lives in these parts. Do they live in squalor but cling to their religion? I think the best thing here is to show contrast between rich and poor, savage and civilized, educated and ignorant.

3. Hobgoblins would likely congregate at a big longhouse (or whatever their main building is) and have a big formal party. Perhaps they try to emulate foreign courts, but don't quite pull it off, leading to some comical situations. Drinking, gambling, games of sport are as much a part of this party as dancing and courtly behavior would be at a "normal" affair. Perhaps before the PCs are shown to the head table with the hobgoblin leader, they are given confusing rules of etiquette that must be followed to the letter. (Purposefully make them stupid, forgettable, or contradictory and make the PCs act it out. Something as simple as holding your fork with your left hand might evoke rage from some guests. For added fun, the guy who instructed the PCs told them all the wrong things to do to embarrass them.)

4. Bah, that's for the diplomats to work out. The leader of the hobgoblins might be bored with that kind of stuff and would rather go on a hunt with the PCs. If the PCs are actually interested in that kind of thing (because it's their lands), then I'd let them state their desires and if it's reasonable, the hobgoblin king agrees, but only if the PCs assist him in resource gathering - perhaps a mine has been found, but it's in an area of the forest dominated by something nasty. Joint mining contracts might be signed if the PCs can clear them out...

5. Hunts, games of chance, pointless ceremonies in foreign languages, etc.

6. Formal guard leads the PCs back out, almost as if they don't trust them...
GoriceXII

04-14-08, 11:50 PM
Thanks very much for the help, I appreciate it. I love the idea of the strange hat and recitation; I love the idea of the Hobgoblin king getting bored and wanting to go hunting. (Probably for something very challenging like a bullette--he likes bullette-fin soup!)
iserith

04-15-08, 12:29 AM
Thanks very much for the help, I appreciate it. I love the idea of the strange hat and recitation; I love the idea of the Hobgoblin king getting bored and wanting to go hunting. (Probably for something very challenging like a bullette--he likes bullette-fin soup!)

Heh, weird, I was picturing a bulette hunt when I wrote that. Have fun!
Etarnon

04-15-08, 12:36 AM
Put some conflict or roleplaying or challenge in it.

most of it until the trade negotiations sounds like you see this.. move on..
you see this.. move on.

Have some kind of threat the hobgob kingdom is under, that they can attack...to maybe earn diplo points.. or if they don't attack it or fail, then it's obvious they will make poor / weak allies.

also i'd have it that unless the pcs are the trade negotiators, don't game that out, have the behind closed doors, otherwise ytou are talking to yourself.

have a skills contest going on in town, arena like or something or a festival holiday fair thing... so that pcs have something to do, and can pick up on the culture as you go.

good luck, sounds cool.
GoriceXII

04-15-08, 08:34 AM
That's also a nice idea--a skills contest in town. I wrote my players this piece about the midsummer festival in town as a backdrop for the arrival of the diplomat; basically the pcs as local landlords couldn't participate in the contests on the own land because they had to be referees, etc. (bearing in mind this was just a writing piece) So it might be a fun contrast if they get to decide if they want to take part in contests of strength and cunning etc.

I agree with your advice--I'll have the pcs realize that treaties may come about due to their actions but not have them have to actually do the negotiations. The npc they are escorting is one that they know and trust (somewhat) so I'm sure they'll leave the actual talking to him.

The actual adventure is another matter--really what I want from this thread is the circumstances surrounding it but perhaps I should explain what it is:
near the two lands in question are a group of elves living in a forest that is the equivalent of a land ruined by war. The elves are bitter to the point of having become chaotic evil; they raid and attack both the Theocracy and the Republic out of a desire for vengeance and to gain resources. I thought it would be a good follow up on a previous adventure to have the Theocracy suggest that they drive the elves out of the area altogether. If the pcs can negoatiate to make them reasonable fair enough (though unlikely). In return for this the Theocracy would sign all necessary treaties for amity.

What I had thought was that since the pcs tend to leave their cohorts and followers on their own lands to protect them at the moment they would have temporarily a group of goblinoids (a blue goblin, a bladebearer, a cleric and a sorceror) accompany them as a show of the alliance working. The adventure would mostly be in a hostile and gloomy forest and in underground lairs that the elves have hidden themselves in.